This paper studies how long it takes the orbit of the chaos game to reach a certain density inside the attractor of a strictly contracting iterated function system of which we only assume that its lower dimension is positive. We show that the rate of growth of this cover time is determined by the Minkowski dimension of the push-forward of the shift invariant measure with exponential decay of correlations driving the chaos game. Moreover, we bound the expected value of the cover time from above and below with multiplicative logarithmic correction terms. As an application, for Bedford-McMullen carpets we completely characterise the family of probability vectors which minimise the Minkowski dimension of Bernoulli measures. Interestingly, these...
We present the first general bounds on the mixing time of logit dynamics for wide classes of strateg...
the statistical distribution of first–return times of balls and cylinders in chaotic systems G.Manti...
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generat...
This paper studies how long it takes the orbit of the chaos game to reach a certain density inside t...
In the 1988 textbook Fractals Everywhere, Barnsley introduced an algorithm for generating fractals t...
Funding: Leverhulme Trust (Grant Number(s): RPG-2016-194), Engineering and Physical Sciences Researc...
The main theorem of this paper establishes conditions under which the 'chaos game' algorithm almost ...
We consider a two-dimensional square Sinaï billiard with a centered disc, a computer simulation of w...
AbstractWe consider a two-dimensional square Sinaï billiard with a centered disc, a computer simulat...
We investigate combinatorial issues relating to the use of random orbit approximations to the attrac...
Every quasi-attractor of an iterated function system (\rom{IFS}) of continuous functions on a first-...
We study returns in dynamical systems: when a set of points, initially populating a prescribed regi...
The control process for a chaotic system as proposed by Ott, Grebogi and Yorke (OGY) is investigated...
International audienceWe consider the error arising from the approximation of an N-particle dynamics...
International audienceWe study the Game of Life as a statistical system on an L × L square lattice w...
We present the first general bounds on the mixing time of logit dynamics for wide classes of strateg...
the statistical distribution of first–return times of balls and cylinders in chaotic systems G.Manti...
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generat...
This paper studies how long it takes the orbit of the chaos game to reach a certain density inside t...
In the 1988 textbook Fractals Everywhere, Barnsley introduced an algorithm for generating fractals t...
Funding: Leverhulme Trust (Grant Number(s): RPG-2016-194), Engineering and Physical Sciences Researc...
The main theorem of this paper establishes conditions under which the 'chaos game' algorithm almost ...
We consider a two-dimensional square Sinaï billiard with a centered disc, a computer simulation of w...
AbstractWe consider a two-dimensional square Sinaï billiard with a centered disc, a computer simulat...
We investigate combinatorial issues relating to the use of random orbit approximations to the attrac...
Every quasi-attractor of an iterated function system (\rom{IFS}) of continuous functions on a first-...
We study returns in dynamical systems: when a set of points, initially populating a prescribed regi...
The control process for a chaotic system as proposed by Ott, Grebogi and Yorke (OGY) is investigated...
International audienceWe consider the error arising from the approximation of an N-particle dynamics...
International audienceWe study the Game of Life as a statistical system on an L × L square lattice w...
We present the first general bounds on the mixing time of logit dynamics for wide classes of strateg...
the statistical distribution of first–return times of balls and cylinders in chaotic systems G.Manti...
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generat...